Statis-Pro Football: Advanced Solitaire System

Introduction

While the original Statis-Pro game did come with a rudimentary solitaire system that worked at a very basic level, it wasn't very exciting, or varied and soon got pretty boring. You also had to figure out the formations and lineups, and it was too easy to get caught up in natural human bias when calling plays as it was very predictable, based primarily on down and distance. The following system was developed (I believe) by Jim Gordon to give a much richer, more varied and ultimately more satisfying Solitaire experience. The system is quite complex on the surface but in fact is fairly simple, although it does extend playing time somewhat, it's certainly preferable to the old system if you don't have a face to face playing partner. It's also very easy to customise and in fact I've included some custom Solitaire rules for specific teams such as the 49ers 'West Coast Offense', or Joe Gibbs Redskins offense, these were created by DiceQ.

 

1.0 Overview

Solitaire play is governed by drawing one or more FACs prior to resolving the play and referring to the appropriate section, depending on whether the Solitaire team is on offense, defense or special teams. Each section is clearly explained and includes notes, special rules and examples. A list of the tables included in this guide is as follows

 

2.0 Order of Play

To resolve plays using Solitaire Play Calling for either Offense or Defense, the following steps must be taken. Wherever "Player" is mentioned, this refers to the human player opposing the Solitaire controlled team. Unless a step is noted as for the "Player" the instructions refer to the Solitaire controlled team.

 

 

 

3.0 Offensive & Defensive Situations

Use the following table to generate the letter code which represents the current Game Situation. This is valid for both Solitaire Offense as well as Defense. Find the current Down across the top of the table and go down that column until you find the entry which matches the current yardage to go on that down. Now read across to the left to find the letter code for the Game Situation. This letter code is then modified according to the table below this one depending on the Game Score, Field Position and Time Remaining. When making an adjustment simply start at your original letter code and move up or down in rows as instructed. E.g, If the situation was determined to be an "F" but the modifier chart instructs you to go "Down 2" you would go two rows down in the table and end up with a final Situation code of "H". If the modifier had said "Up 3" you would have gone three rows up in the table, from F up to a code of "C". You can't adjust beyond the codes of A or M which are at each end of the table.

There are no adjustments made unless

Table 1: Basic Game Situation

Situation 1st Down 2nd Down 3rd Down 4th Down
         
A        
B        
C       1 yd
D        
E     1 yd 2 yds
F 1-5 yds 1-2 yds    
G 6-15 yds 3-7 yds 2-5 yds  
H 16-25 yds 8-12 yds 6-8 yds  
I 26+ yds 13+ yds 9-12 yds  
J     13+ yds  
K       3 yds
L        
M       4+ yds

 

Table 2: Game Situation Modifiers

These modifiers vary according to whether the Solitaire team is on Offense or Defense. Ahead or Behind refers to the Solitaire Team's position.

Modifiers by Situation Offense Defense
     
by Scoreline    
Ahead by 15+ pts 3 up 4 down
Ahead by 8-14 pts 1 up 2 down
Behind by 8-14 pts 2 down 1 up
Behind by 15+ pts 4 down 3 up
     
by Field Position    
10 to 19 yard line 1 up 1 down
1 to 9 yard line 2 up 2 down
     
by Time Remaining    
45 to 30 mins [ahead] 1 up 1 down
45 to 30 mins [behind] 1 down 1 up
35 to 30 mins [ahead] 2 up 2 down
35 to 30 mins [behind] 2 down 2 up
15 to 5 mins [ahead] 2 up 2 down
15 to 5 mins [behind] 2 down 2 up
5 to 0 mins [ahead] 4 up 4 down
5 to 0 mins [behind] 4 down 4 up
     
     

 

Example:-

At the start of the game, the Solitaire Team has the ball on its own 25. It's 1st and 10, the score is 0-0, in the 1st quarter, outside the Red Zone. Reading down in the 1st down column we find 10 yds is in the range 8-15 so reading to the left, our basic game situation is "G". This will determine the Solitaire's Team lineup and play calling. If the Solitaire Team had been 10 points behind in the early stages, the modifier on Offense for "Behind by 8-15 pts" gives us a "2 down" modifier, making our basic Situation an "I" (2 rows down from G). In effect the Solitaire team is now more likely to call for a passing play for quicker and longer yardage. Had the Solitaire team been 10 points down with just 5 mins left, we would also modify for "5 to 0 mins [behind]" which would be a further 4 down modifier, making our base Situation an "M" (another 4 rows down from I). However if we'd been at the 6 yard line, the modifier for field position would have been "2 up" so our final Situation would have been a "K" (2 rows back up from M") So you can see that the base situation is easy to find, and then you just stack up all the modifiers together until you get a final Situation code.

 

4.0 Offensive Formation & Lineups

Now that the basic Game Situation Code has been determined, we can determine the Formation of the Offensive Solitaire Team. Draw a new FAC and use its Pass Number [PN] to reference on the following table. Find the column which matches the current Game Situation, then go down the column until you find the number range which contains your random PN. Now reference to the left of the table to determine the Offensive Formation which is named. You can also see what players are used in that offensive set.

Table 3: Offensive Formation

  Players Game Situation
Formation -LE- -RE- -FL- -RB- A B C D E F G H I J K L M
                                   
Straight Tight TE TE   3 1-4 1-2                      
Straight Right TE SE   3 5-8 3-4                      
Straight Left SE TE   3 9-12 5-6                      
Wing Right TE TE R 2 13-18 7-12 1-6 1-4 1-4 1-3              
Wing Left TE TE L 2 19-24 13-18 7-12 5-8 5-8 4-6              
Double Wing TE TE R&L 1 25-32 19-28 13-24 9-20 9-16 7-12 1-12 1-12 1-12 1-10 1-10 1-8 1-8
Split Right TE SE L 2 33-36 29-33 25-30 21-26 17-22 13-18 13-18 13-18 13-18 11-16 11-15 9-13 9-12
Split Left SE TE R 2 37-40 34-38 31-36 27-32 23-28 19-24 19-24 19-24 19-24 17-22 16-20 14-18 13-16
Slot Right TE SE R 2 41-44 39-43 37-42 33-38 29-34 25-30 25-30 25-30 25-30 23-28 21-25 19-23 17-20
Slot Left SE TE L 2 45-48 44-48 43-48 39-44 35-40 31-36 31-36 31-36 31-36 29-34 26-30 24-28 21-24
Spread Right SE SE R 2       45-46 41-44 37-42 37-42 37-42 37-42 35-39 31-35 29-32 25-28
Spread Left SE SE L 2       47-48 45-48 43-48 43-48 43-48 43-48 40-44 36-40 33-36 29-32
Wide Right TE SE R&L 1                   45 41-42 37-39 33-36
Wide Left SE TE R&L 1                   46 43-44 40-42 37-40
Double Wide SE SE R&L 1                   47-48 45-48 43-48 41-48
Kick TE TE   2                          
Punt SE SE   3                          

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Notes:

The LE/RE column indicates whether a Tight End or Split End is used. Both types of player have their own box on the Offensive Display. Split Ends are Wide Receivers. The Flanker column indicates whether a Wide Receiver goes in the left or right flanker spot on the Display, and occasionally there will be a receiver in each box. The RB column indicates how many running backs are used in this formation, filling up the Back slots on the Offensive Display in order [Back1,Back2,Back3]. Note that a QB and Offensive Line is always present for normal plays, and that for Kicking and Punting, there's always a Kicker/Holder or Punter in the formation.

Example:

Using our Game Situation of "K" from the last example, and with a random PN of 44, we determine the Solitaire Offense is in a "Wide Left" formation with a Wide Receiver in the Split End box to the left, a Tight End in the Tight End box on the right, two flankers, one left and one right, and just a single running back in the Back 1 position.

 

5.0 Offensive Play Calling

To determine the Offensive play for the Solitaire team, simply draw a new random pass number from an FAC, and find that number on the rows that match the current Game Situation. Notice that the Ball Carrier/Target is also identified in this way. Once you find the number, the code indicates your primary target or ball carrier, and if you then go up that column you will see the offensive play which is called. Whether the player code refers to a ball carrier or a primary target will of course depend on whether the play is a run or a pass. Some special rules come into play, but usually only when the lowest Pass Number to cause a result is drawn (eg if a PN of 13-24 gives an Inside Left play,a 13 might be resolved as a Draw Play)

Table 4: Offensive Play Calling

Situation Sweep
Left
Inside
Left
Inside
Right
Sweep
Right
Screen
Pass
Quick
Pass
Short
Pass
Long
Pass
A B1=1-7 B1=13-19 B1=25-31 B1=37-43        
  B2=8-11 B2=20-23 B2=32-35 B2=44-47        
  B3=12 B3=24 B3=36 B3=48        
B B1=1-6 B1=12-17 B1=23-28 B1=34-39   R1=45 R1=47  
  B2=7-10 B2=18-21 B2=29-32 B2=40-43   B1=46 R2=48  
  B3=11 B3=22 B3=33 B3=44        
C B1=1-6 B1=11-16 B1=21-26 B1=31-36 B1=41 R1=42-43 R1=46-47  
  B2=7-9 B2=17-19 B2=27-29 B2=37-39   B1=44 R2=48  
  B3=10 B3=20 B3=30 B3=40   R2=45    
D B1=1-6 B1=10-15 B1=19-24 B1=28-33 B1=37 R1=38-40 R1=44-45 R1=48
  B2=7-9 B2=16-18 B2=25-27 B2=34-36   B1=41-42 R2=46  
            R2=43 B1=47  
E B1=1-5 B1=9-13 B1=17-21 B1=25-29 B1=33 R1=34-37 R1=42-43 R1=47
  B2=6-8 B2=14-16 B2=22-24 B2=30-32   B1=38-39 R2=44-45 R2=48
            R2=40-41 B1=46  
F B1=1-5 B1=8-12 B1=15-19 B1=22-26 B1=29 R1=31-35 R1=41-43 R1=47
  B2=6-7 B2=13-14 B2=20-21 B2=27-28 B2=30 B1=36-37 R2=44-45 R2=48
            R2=38-39 B1=46  
            B2=40    
G B1=1-4 B1=7-10 B1=13-16 B1=19-22 B1=25 R1-27-32 R1=39-41 R1=45-46
  B2=5-6 B2=11-12 B2=17-18 B2=23-24 B2=26 B1=33-35 R2=42-43 R2=47
            R2=36-37 B1=44 R3=48
            B2=38    
H B1=1-3 B1=6-8 B1=11-13 B1=16-18 B1=21 R1=23-29 R1=37-40 R1=45-46
  B2=4-5 B2=9-10 B2=14-15 B2=19-20 B2=22 B1=30-33 R2=41-43 R2=47
            R2=34-35 B1=44 R3=48
            B2=36    
I B1=1-3 B1=5-7 B1=9-11 B1=13-15 B1=17 R1=19-25 R1=33-37 R1=43-45
  B2=4 B2=8 B2=12 B2=16 B2=18 B1=26-29 R2=38-41 R2=46-47
            R2=30-31 B1=42 R3=48
            B2=32    
J B1=1-2 B1=4-5 B1=7-8 B1=10-11 B1=13 R1=15-21 R1=29-34 R1=41-44
  B2=3 B2=6 B2=9 B2=12 B2=14 B1=22-25 R2=35-38 R2=45-46
            R2=26-27 B1=39 R3=47
            B2=28 R3=40 B1=48
K B1=1 B1=3 B1=5 B1=7 B1=9 R1=11-16 R1=23-29 R1=39-42
  B2=2 B2=4 B1=6 B2=8 B2=10 B1=17-19 R2=30-34 R2=43-45
            R2=20-21 B1=35-36 R3=46-47
            B2=22 R3=37-38 B1=48
L B1=1 B1=2 B1=3 B1=4   R1=5-9 R1=17-25 R1=36-41
            B1=10-12 R2=26-31 R2=42-45
            R2=13-14 B1=32-33 R3=46-47
            R3=15 R3=34-35 B1=48
            B2=16    
M           R1=1-5 R1=6-22 R1=23-48

Notes:

The player codes should be explained. Running Backs are nominated by position, so that B1 indicates Back 1, B2 = Back 2 and B3 = Back 3 naturally. To be fair, you should put your best back in B1, next best in B2 etc as the defenses are based on the assumption that B1 is your best man.For the Receivers, R1,2 and 3 refer to the RANK of the receiver on the team, so R1 is the teams BEST receiver, R2 is the next best receiver and so on. It should be fairly easy to determine which receivers are the best on each team by looking at the cards. Alternately, you could class R1 as the Flanker, R2 as the Split End and R3 as the Tight End. In formations where you have more than one player in a particular position, eg 2 Flankers, or 2 Split Ends, simply use Even Pass Numbers for the best player in that position, and Odd Pass Numbers for the other player.

Special Rules:

Example:

Once again using our previous example of Game Situation "K" with a "Wide Left" formation, our new random pass number is 27. Finding number 27 in the rows matching "K" we find our offensive call is a Short Pass to R1, which is our Flanker. Since we have two flankers in this formation, the fact that 27 is an ODD number means we would target the pass to the lesser of the two players in that position. Had the random number been 28, it would have been targeted to our best flanker.

 

6.0 Defensive Formation & Lineups

Just as with Solitaire Offense,now that the basic Game Situation Code has been determined, we can determine the Formation of the Defensive Solitaire Team. Draw a new FAC and use its Pass Number [PN] to reference on the following table. Find the column which matches the current Game Situation, then go down the column until you find the number range which contains your random PN. Now reference to the left of the table to determine the Defensive Formation which is named. You can also see what players are used in that defensive set. The only difference here is that we also need to use the second table to see where the defenders line up in the Defensive Display boxes.

Table 5: Defensive Formation

Formation Players Game Situation
  -DL- -LB- -DB- A B C D E F G H I J K L M
                                 
7-2-2 7 2 2 1-8 1-4                      
6-3-2 6 3 2 9-16 5-8                      
5-4-2 5 4 2 17-24 9-14 1-4 1-2                  
4-5-2 4 5 2 25-32 15-20 5-8 3-4                  
6-2-3 6 2 3 33-40 21-28 9-14 5-8 1-2                
5-3-3 5 3 3 41-48 29-36 15-20 9-12 3-4                
4-4-3 4 4 3   37-40 21-26 13-18 5-8 1-2              
3-5-3 3 5 3   41-44 27-32 19-24 9-12 3-4              
4-3-4 4 3 4     33-36 25-30 13-20 5-16 1-12 1-12 1-10 1-10 1-8 1-4  
3-4-4 3 4 4     37-40 31-36 21-28 17-28 13-24 13-24 11-20 11-20 9-16 5-8  
6-1-4 6 1 4   45-46 41-44 37-42 29-36 29-34 25-30 25-28 21-24        
5-2-4 5 2 4   47-48 45-48 43-48 37-44 35-40 31-36 29-32 25-28        
4-2-5 4 2 5         45-46 41-44 37-42 33-38 29-34 21-28 17-24 9-18 1-12
3-3-5 3 3 5         47-48 45-48 43-48 39-44 35-40 29-36 25-32 19-28 14-24
4-1-6 4 1 6               45-46 41-44 37-42 33-40 29-38 25-36
3-2-6 3 2 6               47-48 45-48 43-48 41-48 39-48 37-48

 

Table 6: Defensive Lineups

Formation Box A Box B Box C Box D Box E Box F Box G Box H Box I Box J Box K Box L Box M Box N Box O
                                 
7-2-2 Goal Line DE 2 DT DT 2 DT DE   LB   LB   DB     DB  
6-3-2 Goal Line DE DT 2 DT DT DE LB   LB   LB DB     DB  
5-4-2 Short Yardage DE DT DT DT DE LB* LB/   LB* LB/ DB     DB  
4-5-2 Short Yardage DE DT   DT DE LB* LB/ LB* LB/ LB* DB     DB  
6-2-3 Run Defense DE DT 2 DT DT DE   LB/*   LB*   DB     DB/ DB
5-3-3 Run Defense DE DT DT DT DE LB*   LB/*   LB/* DB     DB DB
4-4-3 Pass Short DE DT   DT DE LB* LB/   LB* LB/ DB     DB DB
3-5-3 Pass Short DE   DT   DE LB* LB/ LB* LB/ LB* DB     DB DB
4-3-4 Balanced DE DT   DT DE LB*   LB/   LB* DB   DB/ DB DB
3-4-4 Balanced DE   DT   DE LB* LB/   LB* LB/ DB   DB/* DB DB
6-1-4 Spread DE DT 2 DT DT DE     LB/*     DB   DB/ DB* DB
5-2-4 Spread DE DT DT DT DE   LB/*   LB*   DB   DB/ DB DB
4-2-5 Pass Long DE DT   DT DE   LB/   LB*   DB DB/* DB DB DB
3-3-5 Pass Long DE   DT   DE LB*   LB   LB/ DB DB/* DB DB DB
4-1-6 Pass Prevent DE DT   DT DE     LB/*     DB DB/* DB DB DB
3-2-6 Pass Prevent DE   DT   DE   LB/   LB*   DB 2*DB/* DB DB DB

 

Notes:

 

Example:

Using our Game Situation of "K" from the last example, and with a random PN of 9, we determine the Solitaire Defense is the basic 3-4 defense with 3 down linemen, 4 linebackers and 4 defensive backs which is a balanced formation, flexible in dealing with most standard plays. We can see from the 2nd table that we have down linemen in Boxes A,C and E, with Linebackers in F,G,I and J and defensive backs in K,M,N and O.

 

7.0 Defensive Play Calling

As with the Offense, a new FAC is consulted for a Pass Number [PN]. Use the row that matches the Defensive Formation as determined above, and then move along the row until you hit the range which includes the PN you just got. You can then go to the top of that column to find the exact Defensive Play Call, referring to the notes that follow the Table.

Table 7: Defensive Play Calls

Run Run Run Run Run No Pass Pass Pass Prevent Prevent Prevent Prevent
Formation Key QB Key B3 Key B2 Key B1 No Key Strategy Blitz Cover Double Double 2 * Dbl Triple
                           
7-2-2 1-4 5-8 9-20 21-36 37-48                
6-3-2 1-4 5-8 9-20 21-36 37-48                
5-4-2 1-2 3-4 5-12 13-32 33-44   45-48            
4-5-2 1-2 3-4 5-12 13-32 33-44   45-48            
6-2-3     1-8 9-26 27-34 35-40 41-44 45-48          
5-3-3     1-8 9-26 27-34 35-40 41-44 45-48          
4-4-3     1-6 7-22 23-30 31-36 37-40 41-48          
3-5-3     1-6 7-22 23-30 31-36 37-40 41-48          
4-3-4     1-4 5-16 17-24 25-30 31-36 37-44 45-48        
3-4-4     1-4 5-16 17-24 25-30 31-36 37-44 45-48        
6-1-4       1-6 7-14 15-20 21-28 29-44 45-48        
5-2-4       1-6 7-14 15-20 21-28 29-44 45-48        
4-2-5         1-6 7-10 11-18 19-38 39-48        
3-3-5         1-6 7-10 11-18 19-38 39-48        
4-1-6             1-4 5-20 21-24 25-40 41-44 45-46 47-48
3-2-6             1-4 5-20 21-24 25-40 41-45 45-47 47-49

Notes:

The Run defenses will indicate who is keyed [or No Key], remember that this is based on B1 being your best rusher, so don't take advantage by slipping your best runner into the B2 slot! No Strategy is a flexible defense with no modifiers to any play. On Blitzes use the notes in the defensive lineup table to determine which players Blitz (outside the Front Row players who always blitz). Where double or triple coverage is indicated, the best receiver on the offense is assumed to be so covered. 2 * Dbl indicates double coverage on the best two receivers.

Example:

We've determined a 3-4 base defense and now we draw a random Pass Number of 40. This indicates a Pass Cover defense which means the Defense calls "Pass" defense, but no double or triple coverages are in effect. Receivers are marked one on one as determined by the positions and defensive boxes on the Defensive Display Chart.

 

8.0 Special Teams Play

In Special Teams situations, or 4th down plays, this table is used to determine the Solitaire team's play. As usual, get a new PN from a FAC and refer to the table below. The Default column is used unless the Solitaire team is losing late in the game [ say, in the last 5 or 10 mins], in which case use the Losing, Late column.

Table 8: Special Teams & 4th Down plays

Kickoff & Returns Play Default: Losing,
Late:
       
Kickoff: Standard 1-36 1-12
  Squib 37-48 13-24
  Onside   25-48
Kick Return: Standard 1-40 1-36
  Touchback 41-48 37-48
Punt Return: Standard 1-36 1-24
  Fair Catch 37-44 25-36
  All-out Rush 45-48 37-48
       
       
4th Down Scenarios Play Default: Losing, Late:
       
Inside 10yd line: Fake FG 1  
  Field Goal 2-40 1-48
  Run a Play 41-48  
Inside 20yd line: Fake FG 1  
  Field Goal 2-44  
  Run a Play 45-48 1-48
Inside FG range: Fake FG 1 1
  Field Goal 2-46 2-12
  Run a Play 47-48 13-48
Outside FG range: Fake Punt 1 1
  Punt 2-46* 2-8
  Run a Play 47-48 9-48
Outside 50yd line: Fake Punt 1 1
  Punt 2-48* 2-4
  Run a Play   5-48
Inside Own 30yd line: Fake Punt    
  Punt 1-48* 1-40*
  Run a Play   41-48

Notes:

* Where an asterisk appears, a PN of 30-46 means a "Coffin Corner" punt with 10 yards subtracted from the punt and then resolved as per the normal rules for Coffin Corner punts.

The Default column is used unless the Solitaire team is losing late in the game [ say, in the last 5 or 10 mins], in which case use the Losing, Late column. A Pass Number of 1 always ends up in a Fake Punt or Field Goal except when inside your own 30 yard line.

Obviously you have to be fair in certain situations. E.g on 4th down inside the 10 yard line but trailing by 4 with 30 seconds left, the Solitaire team is not going to kick a Field Goal!!!!!

Example:

Let's say our Solitaire opponent has the ball and is down by 7 points with just 4 minutes left on my 40 yard line. This is outside FG range, and it's 4th and 6. We use the "Losing Late" column, a PN of 33 indicates that we Run a Play. Had the Solitaire team been backed up inside its own 30 yard line, a 33 would have led to a Punt rather than going for it on 4th down.

 

9.0 Penalties

When the Solitaire Team has a penalty choice the basic instruction is to use common sense and an appreciation for the game situation to best serve their needs. As a general guideline, I offer the following priorities for the Solitaire Team when they have a choice,- but this is only a suggested hierarchy and most decisions are determined by the specific game situation.

 

 

10.0 Team Customised Solitaire Charts

coming shortly...

Offenses

Mike Holmgren - Green Bay Packers

Jon Gruden - Oakland Raiders

Joe Gibbs - Washington Redskins

Marv Levy - Buffalo Bills

Marty Schottenheimer - Kansas City Chiefs

San Francisco 49ers - Gold Coast Offense

Mike Shanahan - Denver Broncos [cards]

 

Defenses

Bill Belichick - New England Patriots

Buddy Ryan - Chicago Bears '46'

 

 

nb: Original Statis-Pro Solitaire System [7th Edition]

These rules came with the 6th Edition rules which were due to be published with the 1992 set which was never released. They were also included in ABC's TTF game which was effectively the 7th Edition

All normal rules apply to Solitaire Play except

Solitaire plays are resolved as follows:-

  1. Offensive Play: The offense chooses its formation, play, player and strategies
  2. Defense Formation: Appropriate Defensive substitutions and Formations must be chosen for each play
  3. Solitaire Defense: Flip a FAC and refer to the Solitaire Section on the card. This section has five possible defenses listed from 1 through 5. One defense is used for each type of play, which refers to a specific game situation
    • Number 1: All plays on First Down
    • Number 2: All plays on 2nd down with 6 yds or less needed, or when the ball is on the opposition 3,4 or 5 yard line
    • Number 3: All plays on 2nd down with 7 or more yds needed
    • Number 4: All plays on 3rd or 4th down with 7 or more yds needed
    • Number 5: All plays on 3rd or 4th down with 6 yds or less needed, or when the ball is on the opposition 1 or 2 yard line

Solitaire Defenses are as follows

If the scrimmage line is within the defense's 20 yard line, convert all Prevent defenses to Pass defense.

If a Blitz is called for, use the FAC on the SAME FAC that gave the Blitz result. Use that number to determine which players blitz. If there is no player in the indicated box, choose any other player from Row 2 or 3 on the Defensive Display. Choose players who are not in pass coverage first.

Pass Number [PN] 1-26 = Boxes F & J, 27-35 = Boxes F,J & M, 36-48 = Boxes F,G,H,I & J

Once the defense has been determined, resolve the play as normal.

 

Automated Solitaire Program (requires Microsoft Excel)

I created an Excel workbook that allows you to bypass all this complicated procedure and let the computer do all the work for you. All you need to do is update the score, field position and time remaining and the worksheet will automatically call formations and plays on both offense and defense for you. You can even enter your team names and players so they appear in custom displays just like the real game. I will be adding variations of the file that include the various different offenses and defenses as mentioned in Section 10. There is also a random FAC generator in the workbook.

Last update: 23rd January, 2004© Lee Harris